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Fix misc syntax/style errors/warnings on documentation head (#5977)
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@@ -161,7 +161,7 @@ Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used.
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or improve visuals on high-end systems.
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- 3D rendering can be scaled with bilinear filtering or
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`AMD FidelityFX Super Resolution 1.0 https://www.amd.com/en/technologies/fidelityfx-super-resolution`__.
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`AMD FidelityFX Super Resolution 1.0 <https://www.amd.com/en/technologies/fidelityfx-super-resolution>`__.
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- `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
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@@ -9,7 +9,7 @@ CLion
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Importing the project
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---------------------
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CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`, commonly named `compile_commands.json`__. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:
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CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`_, commonly named ``compile_commands.json``. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:
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::
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@@ -20,7 +20,7 @@ Then, open the Godot root directory with CLion. CLion will import the compilatio
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Compiling and debugging the project
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-----------------------------------
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CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must `compile Godot <https://docs.godotengine.org/en/stable/development/compiling/index.html>`__ once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:
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CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must :ref:`compile Godot <toc-devel-compiling>` once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:
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::
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@@ -43,7 +43,7 @@ To add a custom build target that invokes SCons for compilation:
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.. figure:: img/clion-external-tools.png
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:align: center
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- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`toc-devel-compiling`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool.
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- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`compiling Godot <toc-devel-compiling>`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool.
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.. note:: CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete values instead, e.g. ``scons -j8``
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@@ -75,7 +75,7 @@ Main script
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Add a script to ``Main``. At the top of the script, we use
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``@export var mob_scene: PackedScene`` to allow us to choose the Mob scene we want
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to instance.
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to instance.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -126,7 +126,7 @@ Choosing an output format
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-------------------------
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Output formats are provided by the :ref:`MovieWriter <class_MovieWriter>` class.
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Godot has 2 built-in :ref:`MovieWriter <class_MovieWriter>`s, and more can be implemented by extensions:
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Godot has 2 built-in :ref:`MovieWriters <class_MovieWriter>`, and more can be implemented by extensions:
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AVI (recommended)
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^^^^^^^^^^^^^^^^^
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@@ -582,7 +582,7 @@ and ``size``. Also contains an ``end`` field which is
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vectors.
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:ref:`Transform3D <class_Transform3D>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Transform contains a Basis field ``basis`` and a Vector3 field
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``origin``.
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@@ -32,5 +32,7 @@ To use a unique node in a script, use the ``%`` symbol and the node's
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name in the path for ``get_node()``. For example:
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.. tabs::
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.. code-tab:: gdscript GDScript
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get_node("%RedButton").text = "Hello"
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